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by dyarosla
605 days ago
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Extrapolation is one of those ideas that’s not actually used in practice- at least I’ve yet to see it used in any games in any meaningful capacity. It’s just far too complicated and requires custom logic while resulting in worse results than more straightforward options. Even for multiplayer games the “extrapolation” is often done by repeating input states and running the regular game loop. I also wouldn’t equivocate the interpolation approach with extrapolation. With interpolation you interpolate between two valid states. With extrapolation you produce a potentially invalid state (ie a character that’s inside of a wall). The only work around for the latter issue is to perform a full game tick - at which point you’re no longer doing extrapolation. |
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This is how VR frame doubling works, no? "Timewarp"/"Spacewarm"
Also I would think that a lot of netcode would be considered extrapolation. You'd extrapolate a peer's input or velocity (and perhaps clean it up with further local simulation) and then deal with mis-prediction when changes are replicated.